Return the far clip plane distance to be used by the shadow camera, if this light casts texture shadows.

Returns

The far clip plane distance to be used by the shadow camera, if this light casts texture shadows; <0 to use the global setting

Remarks

This is different from the "shadow far distance", which is always measured from the main camera. This distance is the far clip plane of the light camera.

Note

Connected to the CAMP reflection system

float qsf::LightComponent::getShadowFarDistance

(

)

const

inline

Return the maximum distance away from the camera that shadows by this light will be visible.

Returns

The maximum distance away from the camera that shadows by this light will be visible; <0 to use the global setting

Remarks

Shadow techniques can be expensive, therefore it is a good idea to limit them to being rendered close to the camera if possible, and to skip the expense of rendering shadows for distance objects. This method allows you to set the distance at which shadows will no longer be rendered.

Each shadow technique can interpret this subtely differently. For example, one technique may use this to eliminate casters, another might use it to attenuate the shadows themselves. You should tweak this value to suit your chosen shadow technique and scene setup.

Note

Connected to the CAMP reflection system

float qsf::LightComponent::getShadowNearClipDistance

(

)

const

inline

Return the near clip plane distance to be used by the shadow camera, if this light casts texture shadows.

Returns

The near clip plane distance to be used by the shadow camera, if this light casts texture shadows; <=0 to use the global setting

Note

Connected to the CAMP reflection system

float qsf::LightComponent::getSpotlightFalloff

(

)

const

inline

Return the rate of falloff between the inner and outer cones of the light.

Returns

The rate of falloff between the inner and outer cones of the light. 1.0 means a linear falloff, less means slower falloff, higher means faster falloff.

Note

Connected to the CAMP reflection system

float qsf::LightComponent::getSpotlightInnerAngle

(

)

const

inline

Return the angle in degree covered by the bright inner cone of the light.

Returns

The angle in degree covered by the bright inner cone of the light

Note

Connected to the CAMP reflection system

float qsf::LightComponent::getSpotlightNearClipDistance

(

)

const

inline

Return the near distance of the light.

Returns

The near distance of the light

Note

Connected to the CAMP reflection system

Set the near clip plane distance to be used by spotlights that use light clipping, allowing you to render spots as if they start from further down their frustum

In order for this to get called at all in simulating mode, an entity has to register itself as listener for simulation and/or animation transform changes, see e.g. "qsf::Component::setRegisterForSimulationTransformChanges".

Only components which are part of entities (concrete prototype instances) get started

When this method gets called, the properties might still be on default values but it's also possible that properties already have customized values. Take this into account when implementing your method.